To Be or Not to Be a Female Gamer: A Qualitative Exploration of Female Gamer Identity

Research output: Contribution to journalJournal articleResearchpeer-review

Standard

To Be or Not to Be a Female Gamer : A Qualitative Exploration of Female Gamer Identity. / Kuss, Daria J.; Kristensen, Anne Marie; Williams, A. Jess; Lopez-Fernandez, Olatz.

In: International Journal of Environmental Research and Public Health, Vol. 19, No. 3, 1169, 02.2022.

Research output: Contribution to journalJournal articleResearchpeer-review

Harvard

Kuss, DJ, Kristensen, AM, Williams, AJ & Lopez-Fernandez, O 2022, 'To Be or Not to Be a Female Gamer: A Qualitative Exploration of Female Gamer Identity', International Journal of Environmental Research and Public Health, vol. 19, no. 3, 1169. https://doi.org/10.3390/ijerph19031169

APA

Kuss, D. J., Kristensen, A. M., Williams, A. J., & Lopez-Fernandez, O. (2022). To Be or Not to Be a Female Gamer: A Qualitative Exploration of Female Gamer Identity. International Journal of Environmental Research and Public Health, 19(3), [1169]. https://doi.org/10.3390/ijerph19031169

Vancouver

Kuss DJ, Kristensen AM, Williams AJ, Lopez-Fernandez O. To Be or Not to Be a Female Gamer: A Qualitative Exploration of Female Gamer Identity. International Journal of Environmental Research and Public Health. 2022 Feb;19(3). 1169. https://doi.org/10.3390/ijerph19031169

Author

Kuss, Daria J. ; Kristensen, Anne Marie ; Williams, A. Jess ; Lopez-Fernandez, Olatz. / To Be or Not to Be a Female Gamer : A Qualitative Exploration of Female Gamer Identity. In: International Journal of Environmental Research and Public Health. 2022 ; Vol. 19, No. 3.

Bibtex

@article{6062cf2835b4401d9309dddab562c7b6,
title = "To Be or Not to Be a Female Gamer: A Qualitative Exploration of Female Gamer Identity",
abstract = "The literature on online gaming has generally focused on male gamers and has been dominated by negative aspects of gaming. The present study addresses the gender gap in this field by exploring experiences of female gamers further by unravelling several positive experiences alongside some potentially harmful tendencies connected to gaming, including female gamers{\textquoteright} wishes and ambitions for their future gaming. A total of 20 female adult gamers across Europe were interviewed and results were analysed using thematic analysis. Four main themes were identified: (i) to be or not to be a (female) gamer; (ii) improving social skills and levelling up on mental health; (iii) not always a healthy escape; and (iv) there is more to explore. The present study is one of few empirical studies regarding the construction of self-image, and experiences of female gamers. It has showed participants have a history as gamers from adolescence, but still face problems derived from the stigmatised internal gender self-image. Externally, female gamer stigmatisation may result in sexism, gender violence, harassment, and objectification. Additionally, females may decide against identifying as gamers, engaging in social gaming interaction, or hold back from online gaming in general, thereby missing out on the opportunities for recreation as well as social and psychological benefits that gaming brings. There is, therefore, urgent need for more research and actions to promote change, equity, education, and security for female gamers as well as their male counterparts. Game developers would benefit from understanding this large gamer demographic better and tailoring games for women specifically.",
keywords = "female gaming, qualitative analysis, gaming culture, game studies, female gender, identity",
author = "Kuss, {Daria J.} and Kristensen, {Anne Marie} and Williams, {A. Jess} and Olatz Lopez-Fernandez",
year = "2022",
month = feb,
doi = "10.3390/ijerph19031169",
language = "English",
volume = "19",
journal = "International Journal of Environmental Research and Public Health",
issn = "1661-7827",
publisher = "MDPI AG",
number = "3",

}

RIS

TY - JOUR

T1 - To Be or Not to Be a Female Gamer

T2 - A Qualitative Exploration of Female Gamer Identity

AU - Kuss, Daria J.

AU - Kristensen, Anne Marie

AU - Williams, A. Jess

AU - Lopez-Fernandez, Olatz

PY - 2022/2

Y1 - 2022/2

N2 - The literature on online gaming has generally focused on male gamers and has been dominated by negative aspects of gaming. The present study addresses the gender gap in this field by exploring experiences of female gamers further by unravelling several positive experiences alongside some potentially harmful tendencies connected to gaming, including female gamers’ wishes and ambitions for their future gaming. A total of 20 female adult gamers across Europe were interviewed and results were analysed using thematic analysis. Four main themes were identified: (i) to be or not to be a (female) gamer; (ii) improving social skills and levelling up on mental health; (iii) not always a healthy escape; and (iv) there is more to explore. The present study is one of few empirical studies regarding the construction of self-image, and experiences of female gamers. It has showed participants have a history as gamers from adolescence, but still face problems derived from the stigmatised internal gender self-image. Externally, female gamer stigmatisation may result in sexism, gender violence, harassment, and objectification. Additionally, females may decide against identifying as gamers, engaging in social gaming interaction, or hold back from online gaming in general, thereby missing out on the opportunities for recreation as well as social and psychological benefits that gaming brings. There is, therefore, urgent need for more research and actions to promote change, equity, education, and security for female gamers as well as their male counterparts. Game developers would benefit from understanding this large gamer demographic better and tailoring games for women specifically.

AB - The literature on online gaming has generally focused on male gamers and has been dominated by negative aspects of gaming. The present study addresses the gender gap in this field by exploring experiences of female gamers further by unravelling several positive experiences alongside some potentially harmful tendencies connected to gaming, including female gamers’ wishes and ambitions for their future gaming. A total of 20 female adult gamers across Europe were interviewed and results were analysed using thematic analysis. Four main themes were identified: (i) to be or not to be a (female) gamer; (ii) improving social skills and levelling up on mental health; (iii) not always a healthy escape; and (iv) there is more to explore. The present study is one of few empirical studies regarding the construction of self-image, and experiences of female gamers. It has showed participants have a history as gamers from adolescence, but still face problems derived from the stigmatised internal gender self-image. Externally, female gamer stigmatisation may result in sexism, gender violence, harassment, and objectification. Additionally, females may decide against identifying as gamers, engaging in social gaming interaction, or hold back from online gaming in general, thereby missing out on the opportunities for recreation as well as social and psychological benefits that gaming brings. There is, therefore, urgent need for more research and actions to promote change, equity, education, and security for female gamers as well as their male counterparts. Game developers would benefit from understanding this large gamer demographic better and tailoring games for women specifically.

KW - female gaming

KW - qualitative analysis

KW - gaming culture

KW - game studies

KW - female gender

KW - identity

U2 - 10.3390/ijerph19031169

DO - 10.3390/ijerph19031169

M3 - Journal article

C2 - 35162194

VL - 19

JO - International Journal of Environmental Research and Public Health

JF - International Journal of Environmental Research and Public Health

SN - 1661-7827

IS - 3

M1 - 1169

ER -

ID: 299504001